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===Spoils of the Herdstones=== *'''Axes of Khorgor:''' 60pts. Rerolls on hit and wound rolls? Piercing? 60 points? Well, this is some damn reliable killing here for a Doombull with a small list. *'''The Black Maul:''' 50pts. adds +2 Str (not resolved at, so works with characteristic test and additional hand weapon), Frenzy and CANNOT be destroyed. For 50pts? Basically a Berserker/Ogre Swords. If you're going against any weapon-destroying ability you want this at your side. *'''Stonecrusher Mace:''' 35pts. HERE we go. Greatweapon that always wounds on 2+ and deals Multiple Wounds (D6) Against Buildings, Chariots, Shrines, and War Machines. Great for a combat Lord, especially if you're going to face Empire and you want to see the look on your opponent's face when you break his Steam Tank. *'''Great Fang:''' 35 pts. Pretty meager. Only +1 to wound, and Armour saves must reroll? This can be workable on a Beastlord or Gorebull as they already have decent strength of 5 with the +1 boosting them to hit most infantry on 2s, and their natural Ap Value also makes the rerolls to armor save important. *'''Fur of Shaggru:''' 40pts for a 4+ armour save vs shooting and a 5++ ward. It can be combined with other armors. If you run a solo Bull or Chariot Character, take this to avoid getting shot to pieces. *'''Ramhorn Helm:''' 15pts. AWESOME, again 10/10 would bang. When combined with Gnarled Hide, Heavy Armour, and Shield, Sweetness gives you 1+ Armour Save that gives you an extra attack every time you make an armour save. Very good with this combo. Send a Doombull out on his own with this combo while he's saying, "come at me bro!" and watch him decimate rank and file troops. *'''Chalice of Dark Rain: Arcane Item''' 35pts. Pretty much your alpha-enabler as it blunts ranged attacks, even if they don't use BS to hit, all over the map for one turn. Use it and make a mad, mad rush to the meat. **9th does emphasize it was taking extra turns to get into melee. Beastmen can still close in quickly, so turn two or three is often the best time this will come into play. *'''Shard of the Herdstone: Arcane Item''' 50pts. Grow a herd stone in your deployment zone, and your Bray-Shamans within 6" generate an additional power dice. Extremely awesome. This, with a Shadow and Beast Shaman, is how you add a cannon and bolt thrower to your army for only 235pts. *'''The Dark Heart: Enchanted Item''' 30pts. Adds +d3" to any charge, pretty much saving you in the fringe cases where you fall just a little short of the mark. *'''Beast Banner: Magic Standard''' 60pts. A simple gives a unit units +1 Strength. Good for a unit you NEED to survive or cause casualties, especially a large Gor unit when combined with Wyssman's Wildform. Your BSB can only take it as it's 60pts. While not quite magic items, these still give properties that combo well with them—also the only way to make your Beast Banner BSB tougher and deadlier. Near mandatory to stick Gnarled Hide and Gouge-Tusks on him to give him a chance in a challenge. Never forget that the Beast Banner increases his S too.
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